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fireship4

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Everything posted by fireship4

  1. fireship4

    WarFX : Blastcore

    Most weapons that use a suppressor are used with normal ammunition, and therefore the sonic crack of the bullet will will still be heard when it passes someone. The rounds velocity is not changed. I think the only situations where it would be are if the gun uses an internal suppressor or if the magazines are SD type (lower powder charge and velocity).
  2. fireship4

    WarFX : Blastcore

    That may have something to do with it being IR blocking smoke, in the video you can see white smoke aswell.
  3. fireship4

    WarFX : Blastcore

    I can confirm "orb-like" (maybe slightly stretched orb) tracers are indeed available in ACE currently, and are turned on through a switch (possibly in userconfig file I forget). I use them and like them.
  4. Worked fine for me a minute ago, CSM2OA + BAF (BAF not tested).
  5. The userconfig files seem to be missing when getting CSM2OA from zeus (the only mirror I know for it). This causes the mod to be unusable (game wont start). I have messaged Terox, so hopefully it will be fixed. In the mean time you can use the userconfig file from CSM2 (don't forget to comment out the line in the userconfig if you dont use acex_sm. I save it as "UTF without BOM" (an encoding format) because thats what I do with the ace .hpp files, so just in case).
  6. To all those having problems downloading from the zeus server. I fixed it by typing "http://zeus-community.net/important/" into my browser and then right clicking on the necessary file and selecting "save link as".
  7. fireship4

    Arma2TS

    Cake or babies?
  8. Hi Mark, sorry you stopped work on the mod - hope things get better. Real life takes priority. In case you do get back into it, I've had a couple of problems when using the mod with ace (I do disable ACEX_SM). I'm getting things in the RPT that I worry might be changing the behaviour of ACE. Here is the relevant stuff: ===================================================================== == C:\Program files\Bohemia Interactive\ArmA 2\beta\Arma2.exe == "C:\Program files\Bohemia Interactive\ArmA 2\beta\Arma2.exe" -nosplash -name=fireship4 "-mod=beta;@hifi;@cba;@ace;@acex;@acex_pla" -cpuCount=2 -maxmem=2048 ===================================================================== Exe timestamp: 2010/03/09 10:15:04 Current time: 2010/03/09 10:28:01 Updating base class Single->Single, by hifi_ak107\config.cpp/CfgWeapons/AK_107_GL_pso/Single/ Updating base class Burst->Burst, by hifi_ak107\config.cpp/CfgWeapons/AK_107_GL_pso/Burst/ Updating base class FullAuto->FullAuto, by hifi_ak107\config.cpp/CfgWeapons/AK_107_GL_pso/FullAuto/ Updating base class LowROF->Mode_FullAuto, by hifi_m134\config.cpp/CfgWeapons/TwinM134/LowROF/ Updating base class HighROF->LowROF, by hifi_m134\config.cpp/CfgWeapons/TwinM134/HighROF/ Updating base class close->HighROF, by hifi_m134\config.cpp/CfgWeapons/TwinM134/close/ Updating base class short->close, by hifi_m134\config.cpp/CfgWeapons/TwinM134/short/ Updating base class medium->LowROF, by hifi_m134\config.cpp/CfgWeapons/TwinM134/medium/ Updating base class far->medium, by hifi_m134\config.cpp/CfgWeapons/TwinM134/far/ Updating base class Single->Single, by hifi_m16\config.cpp/CfgWeapons/m16a4_acg/Single/ Updating base class Burst->Burst, by hifi_m16\config.cpp/CfgWeapons/m16a4_acg/Burst/ Updating base class Single->Single, by hifi_m16\config.cpp/CfgWeapons/M16A4_ACG_GL/Single/ Updating base class Burst->Burst, by hifi_m16\config.cpp/CfgWeapons/M16A4_ACG_GL/Burst/ Updating base class B_9x18_Ball->BulletBase, by hifi_sonic_cracks\config.cpp/CfgAmmo/B_9x18_SD/ Updating base class B_9x18_Ball->BulletBase, by hifi_sonic_cracks\config.cpp/CfgAmmo/B_9x19_Ball/ Updating base class B_9x19_Ball->BulletBase, by hifi_sonic_cracks\config.cpp/CfgAmmo/B_9x19_SD/ Updating base class MGun->Mode_FullAuto, by hifi_m240coax\config.cpp/CfgWeapons/M240_veh/manual/ Updating base class BulletBase->B_9x18_Ball, by x\ace\addons\c_weapon\config.bin/CfgAmmo/B_9x18_SD/ Updating base class BulletBase->B_9x18_Ball, by x\ace\addons\c_weapon\config.bin/CfgAmmo/B_9x19_Ball/ Updating base class BulletBase->B_9x19_Ball, by x\ace\addons\c_weapon\config.bin/CfgAmmo/B_9x19_SD/ Updating base class Mi24_Base->Mi24_Base, by ca\air2\config.bin/CfgVehicles/Mi24_Base_RU/ Updating base class Mi24_Base->Mi24_Base, by ca\air2\config.bin/CfgVehicles/Mi24_Base_CDF/ Updating base class UH1_Base->Helicopter, by hifi_uh1\config.cpp/CfgVehicles/UH1Y/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/ Updating base class Helicopter->UH1_Base, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/UH1Y/ Updating base class Mode_FullAuto->MGun, by x\ace\addons\c_vehicle\config.bin/CfgWeapons/M240_veh/manual/ Updating base class Mode_FullAuto->LowROF, by x\ace\addons\c_vehicle\config.bin/CfgWeapons/TwinM134/LowROF/ Updating base class LowROF->HighROF, by x\ace\addons\c_vehicle\config.bin/CfgWeapons/TwinM134/HighROF/ Exe version: 1.05.63826 55.831 (0) XEH: PreInit Started 60.51 (0) XEH: PreInit Finished 61.456 (0.047) XEH: PostInit Started 0:01:00.671 (0:00:00.047) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=nointro, worldName=utes, isMultiplayer=false, isServer=true 0:01:02.806 (0:00:00.047) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 62.923 (0.047) XEH: PostInit Finished 85.01 (0) XEH: PreInit Started 88.094 (0) XEH: PreInit Finished 0:01:30.370 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=, worldName=utes, isMultiplayer=false, isServer=true 90.379 (0) XEH: PostInit Started 0:01:31.617 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 91.7 (0) XEH: PostInit Finished 140.384 (0) XEH: PreInit Started 143.618 (0) XEH: PreInit Finished 0:02:24.401 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=, worldName=utes, isMultiplayer=false, isServer=true 144.41 (0) XEH: PostInit Started 0:02:24.908 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 144.961 (0) XEH: PostInit Finished 326.236 (0) XEH: PreInit Started 329.531 (0) XEH: PreInit Finished 329.958 (0.05) XEH: PostInit Started 0:05:29.870 (0:00:00.050) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=nointro, worldName=utes, isMultiplayer=false, isServer=true 0:05:30.486 (0:00:00.050) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 330.676 (0.05) XEH: PostInit Finished
  9. Pretty sure they are automatic, and are engaged when a missle is launched.
  10. Panda, as far as I know, you cannot get a warning if you have an IR missle on you. They are passive. You can get RWR (radar warning recievers?) but they are not normally on helos, and only notify on track, launch etc. of a radar guided missle. Some vehicles use IR jamming devices, which I believe flood the sensor on MANPADS etc. by having an IR light on the bird. So yes, flares launched automatically on missle launch is unrealistic where man-portable missles are concerned as far as I know, as most if not all are IR guided. Flares are launched preventatively and if the pilot sees the launch.
  11. Well, I haven't tested the IR glowsticks yet, but we used the normal ones before for ground ops so we could see nearby friendlies more easily, and for LZs. As long as they are as visible as the normal ones were through NVGs, and are invisible without them, they are doing what they are meant to in-game. Maybe they could be tweaked, but I don't know in which ways as I've never seen one outside of a fireworks display, fair etc.
  12. It is used for friendly marking, so you can see them with NVGs - basically the same as an IR strobe. They can be attached through the action menu when equipped and show up as a small glowing dot through NVGs. Can also be dropped to mark positions and LZs, etc.
  13. Are you able to think of a solution to the updater overwriting ace_keys every time you use it? Also can I will make one negative comment: the default keys for ACE have always been ridiculous - for example PgUp and PgDn etc. are already in use elsewhere in ArmA2, and I had hoped this would be corrected, but no matter - it is a small distraction as you can change them. Possible bugs (Native to Vanilla?): On completely destroying a tyre on the Stryker (nothing else) the crew will bail. Also if you stand near enough to the stryker that you should be in cover (even crouched and prone I think), it is able to shoot through itself and kill you. Well done guys and thankyou.
  14. I moved the beta folder and let the suite DL it for me. On completion there was nearly nothing in it, even though the suite thought it was up to date. Im in the process of moving the stuff back and adding it to the newly created stuff in the beta folder. I have a suspicion that the suite also checks other places for the files? Is that possible?
  15. I finally got it working, by following the quick start guide. The problem with the videos on the first page is that they dont show how to edit the presets, and not doing this (when starting from scratch) means you wont get anywhere.
  16. Sickboy, how would you compare this program to AddonSynch 2009? What advantages/disadvantages does it have in comparison? Will ACE2 (or the update servers you are using for it) be compatible with the above software? I guess a clan like TG could download the most recent ACE2 and put it into their autoconfig file that AS2009 checks against, but this adds an extra step into the process. I have been using it since TG implemented it on their servers and have found it very useful.
  17. I have another couple of questions on hand grenades. I read on a thread that you cannot really use hand grenades on open ground, seeing as a soldier is not able to throw it outside of its area of effect. Therefore a soldier always has to be in cover when using a grenade. Is this modeled? I've had trouble in ArmA2 when trying to lean out and throw a grenade round a corner - bouncing off etc. Have you made any changes which might help in this situation? E.g. the greade originating from the throwing hand (not centre line, maybe arma does this already) or some extra mode for throwing around corners? Nice video by the way: I would ask are the tracers a bit thick with NVGs equipped?
  18. And whether a proper FCS will be integrated. I really like the one released for arma, but I think there was some conflict with the ACE tank models and it wasnt used. Great mod though.
  19. Because when we are playing we dont act as if the world is out of scale (though it may well be) we just play it as if it is a small environment. To change balistics, ranges etc. to suit this would be wrong I think, and would spoil the realism. #EDIT To clarify I am in favour of making the weapons perform as close to reality as possible, and not scale them to the supposedly compromised environment we use them in.
  20. #EDIT#: I forgot to clarify what the below actually is: it is the most recent ARMA2 beta changelog with some possibly relevant additions highlighted. Thanks sparks50. [60260] Fixed: AI soldiers moving in Safe/Aware could sometimes be stuck near a bush or other objects. [60234] New: Scripting function enableAIFeature to disable new AI features when old behaviour is required. [60220] Improved: AI covering units tend to stay close to each other. [60155] Fixed: MultiPlayer client crash caused by certain custom sound [60129] Fixed: AI subordinates now move faster (use less cover) to catch up when leader is way ahead of them. [60102] Fixed: AI subordinates should now respect formation more when moving in combat. [60101] Fixed: Group leader was often running far ahead alone in combat. [60092] Fixed: AI leader did not wait for a player to cover him when moving in combat. [60090] Fixed: Improved vehicles and motorcycles driving. [60068] New: Alt-Enter can be used to switch window/fullscreen while paused. [60015] New: Execute action with LMB can be unmapped. [60013] Fixed: Possible freeze under Vista/Win7 when Alt-Tabing out of the game during progress screen. [59999] Fixed: Player is no more target when commanding in external view. [59988] New: Windowed/Fullscreen can now be switched ingame (in Video options). [59924] Fixed: More 32b overflows caused by 8 GB RAM + large VRAM. [59906] Fixed: Most vehicle gunners did not provide suppressive fire. [59899] Fixed: AI did not use suppressive fire against enemies seen while holding fire. [59898] Fixed: Spatial explosions sounds [59884] Fixed: Suppress in the commanding menu did nothing. [59875] New: Suppressive fire against known enemies can be scripted using unit suppressFor time. [59873] Fixed: After spawning new types of entities via script, game could randomly freeze or crash. [59872] Fixed: Airplane, helicopter, car and ship control was lost while map was active. [59808] Fixed: DOF in 3D scope view [59741] Analogue throttle working for helicopters as well. [59736] Fixed: Startup sounds are not spatial and stick to audio channels [59715] Covering soldier in grass ("Grass layer") [59691] Improved: Small hit be ignored by hitpoints (configurable by minimalHit) [59668] Improved: Hitpoint can pass only a part of the hit to the total damage (passthrough setting no longer ignored). [59446] New: IK weapon animations are now blending with primary animations. [59351] Fixed: VoN direct speaking distance fade out [59318] Fixed: support the highest Matrox TrippleHead2Go resolutions [59279] Fixed: FPS on Dedicated server is not affected by server window manipulation (such as move or scroll). [59088] Mouse lag can caused by GPU render ahead buffer be limited using GPU_MaxFramesAhead=N in ArmA2.cfg. [59047] Fix: When player was a helicopter pilot, the AI gunner sometimes had no weapon selected on mission start [59030] Fix: Helicopters - when manual fire on, do not allow AI gunner to switch weapons
  21. http://www.youtube.com/watch?v=BmftWnCLnlQ&NR=1 has some good reference muzzle and tracer effects for day and night.
  22. fireship4

    Realistic Tracers

    http://en.wikipedia.org/wiki/Tracer_ammunition Wikipedia has a decent article on tracers if you want more info.
  23. fireship4

    Realistic Tracers

    Can someone post a video if they get a chance... and yes it would be nice to have the different tracers by bn880 and wolfbane (?). Could the script be expanded to add sparks/more realistic gunflashes to guns?
  24. fireship4

    Advanced Combat Environment

    Rambo would last long at anything! I just saw first blood part one again the other night - its actually a really good movie.
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